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Skill checks to cast spells?
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<blockquote data-quote="Afrodyte" data-source="post: 1541065" data-attributes="member: 8713"><p><strong>sorry for length! divine casters</strong></p><p></p><p></p><p></p><p>I knew those files I made for alternative d20 magic would come in handy. It's been a few months since I've visted them, and I have stuff for divine and arcane magic. I'll detail them in separate posts to avoid confusion.</p><p></p><p>At first, I simply set out to alter the classes to create a more unpredictable model of magic, but as you can see, it went beyond that.</p><p></p><p><strong><u>CLERIC</u></strong></p><p><strong>Faith.</strong> Clerics have a Faith bonus equal to their level + their WIS modifier. Unlike arcane casters, who have more control over the spells they cast and the effects they wish to implement, divine casters depend upon other powers for their abilities.</p><p></p><p>To get a divine favor for the cleric, the player rolls 1d20 and adds the Faith bonus and other mitigating factors (such as fasting, bathing, devotional song, using a divine focus, sacrifice, etc) The player then tells the DM (acting as the “will of the higher power”) the result, which tells the maximum potency of the divine favor. The exact effect of the divine boon depends on the result, the domains of the higher power, and the wording of the cleric’s prayer. These things together express the will of the deity.</p><p></p><p>The target number for getting these favors depends on the spell's level, and it works exactly as the DCs for casting arcane spells, but this is only important for letting the DM know what is available to the caster. The DM would then narrate the effects of the divine caster's efforts. Whatever happens, the divine caster has no idea (though the player might) what her deity will grant. Deities tend to grant spells only from the domains in their portfolios. In lieu of deities (or as a means of describing a deity not listed in the PHB), clerics may choose aspects to devote themselves to (more on this later).</p><p></p><p><em>Example: Roger Rogue, a companion of Cletus Cleric (CLC 5, WIS mod +3), is on the verge of death. Cletus prays for Pelor to bestow his favor onto the fallen comrade and spare his life. The player rolls 1d20 and gets a result of 20 (including Faith bonus). Mechanically, this means that the DM, acting as the deity, may give the cleric a "divine favor" (aka, spell) of up to 3rd level from one of the domains associated with the deity or aspect. This is a drastic change from the PHB, for no automatic cure or inflict spells are granted unless Heal is one of the domains associated with the deity or aspect. Even for divine casters who do not worship a deity, the results of a "divine favor" is indicative of the power of her belief in her ideals. Such belief can sometimes work miracles if it is strong enough.</em></p><p></p><p><strong>Devotion.</strong> Devotional activities such as fasting, ritual bathing, celibacy (or ritual sex acts), meditation, poverty, sacrifice, self-mutilation, and non-violence influence the Faith roll by adding a +2 circumstantial bonus that lasts for each day each activity is voluntarily participated in. Thus, a Buddhist monk who follows the tenets of his faith without deviance can have a +6 bonus to his faith roll (poverty, meditation, celibacy). If at any point during the day the cleric violates these temporary vows, she loses the bonus. When experiencing these things, the cleric must do so with a mind of utmost seriousness. Being hungry is not fasting. Not having sex is not celibacy. Daydreaming is not meditation. It is reasonable for a DM to ask for a Concentration check to see if the cleric can achieve and sustain the proper mental state. </p><p></p><p>Just because a cleric is pious does not mean that she will automatically gain the most favorable boon. Gods can be moody, especially when they give great benefits. If Pelor is angry, he may just give the cleric enough to keep her fallen friend from dying. Gods can also be vain (or very compassionate for the masochistic things the faithful do to themselves), and displays of devotion can move them to do more. Having noted that Roger is at -5 HP, the DM decides that Pelor wishes to reward Cletus’s piety as well as teach Roger about foolishly pursuing violence. Pelor, benevolent as he is, grants Cletus cure moderate wounds. Roger will live, and the soreness he feels for the next few days will give him plenty of time to be thankful for his life.</p><p></p><p><strong>Marked.</strong> As stated earlier, gods can be tempermental. Most of them despise it when their favor is taken for granted. Many gods encourage their followers to be judicious with asking for divine favors. Those clerics who do not represent the god well are considered Marked. Marked clerics are in for a rough time of it, as higher powers specifically target him for punishment. Punishments range from embarassing (braying like an ass for a day) to dangerous (lightning striking the cleric from "nowhere"). Examples of activities that incur Marked points are: breaking a vow or taboo, using divine favor when mundane methods work just as well (like using cure spells when you have time to rest), and using divine favors to ends opposed by the deity or ideal. The only way for clerics to rid themselves of being marked is by devotional activities done in penance.</p><p></p><p><strong>Other class abilities (DM's option)</strong></p><p>In exchange for reduced combat effectiveness (BAB and HD as SOR or WIZ, no armor or shield proficiencies aside those granted by domain powers), DMs may consider giving one of the following abilities to clerics every 5 levels.</p><p></p><p><em>Apocrypha.</em> By researching deep, esoteric lore, you have learned that your deity or ideals reach farther than you initially imagined. Whenever you pick this ability, you may choose another domain to associate with your deity, provided it does not create an alignment conflict. Prerequisites: Knowledge (religion) 8+ ranks.</p><p></p><p><em>Adept.</em> A particular aspect of your deity or ideals resonates strongly with you, and you find it easier to gain divine favors from that aspect. With one domain from your deity's portfolio, you get a +2 bonus to faith when praying for boons.</p><p></p><p><em>Bonus feat.</em> You may choose a bonus feat from the following, provided you meet the prerequisites: Extra turning, an item creation feat (prerequisites the same as for wizards), Skill focus (Knowledge (arcana, religion, or the planes), Spell Penetration, or Weapon Focus (deity's preferred weapon).</p><p></p><p><strong><u>DRUID</u></strong></p><p><strong>Spells.</strong> The boons granted by a druid's affinity with nature manifest as spells. Druids cast nature spells from the druid spell list. A druid may prepare and cast any spells she knows. Unlike clerics, who have to pray for divine favors, druids cast spells spontaneously, almost like sorcerers. The casting bonus for a druid is equal to her level + her Wisdom modifier. The DC for casting a druid spell starts at 10 for 0th level spells and increases by 5 each level. To cast higher level spells with fewer chances for failure, druids may utilize the same tools available to wizards, sorcerers, and clerics. She may channel her power through a focus which works exactly like magic focus for sorcerers. In addition, she may take 10 or 20 to represent extra time and care being taken to ensure the spell works properly. Like a cleric, a druid may participate in devotional activities to add to her casting bonus. However, the devotional activities druids have are markedly different from those of clerics. While things like fasting, sacrifice, and self-mutilation are still employed, they are aimed at strengthening the bond between the druid and the natural world. Some druids, as a show of their commitment to nature, go for days without using any weapons or tools aside from those they make themselves. Others may refuse to eat anything aside from what they themselves have grown or found. More may vow to plant seeds or trees in a certain area or at a certain interval.</p><p></p><p><strong><u>PALADIN</u></strong></p><p><strong>Faith.</strong> The power of a paladin's convictions enables her to work miracles. Like clerics, they gain a faith bonus dependent upon level and Wisdom, but instead of gaining a +1 bonus for each level, paladins start with a +1 bonus at 4th level, which increases to +2 at 7th, +3 at 10th, +4 at 13th, +5 at 15th, +6 at 17th, and +7 at 19th level. When a paladin prays to her deity (or to the forces of goodness, truth, honor, and justice), the powers that be respond by granting spells from the paladin's spell list (which includes <em>remove disease</em> spells as a 3rd level spell). In all other respects, faith works the same for paladins as it does for clerics.</p><p></p><p><strong>Domains.</strong> As paragons of goodness, honor, and valor, paladins eventually gain access to divine powers that help them in embodying these ideals. At 11th level, paladins may use her faith bonus to invoke divine favors from one of the following domains: Good, Law, Protection, Strength, or War. At 14th level, she picks another domain. At 19th level, she gains her final domain. She gains none of the additional boons of domain powers. She can only pray for spells from them.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 1541065, member: 8713"] [b]sorry for length! divine casters[/b] I knew those files I made for alternative d20 magic would come in handy. It's been a few months since I've visted them, and I have stuff for divine and arcane magic. I'll detail them in separate posts to avoid confusion. At first, I simply set out to alter the classes to create a more unpredictable model of magic, but as you can see, it went beyond that. [b][u]CLERIC[/u][/b] [b]Faith.[/b] Clerics have a Faith bonus equal to their level + their WIS modifier. Unlike arcane casters, who have more control over the spells they cast and the effects they wish to implement, divine casters depend upon other powers for their abilities. To get a divine favor for the cleric, the player rolls 1d20 and adds the Faith bonus and other mitigating factors (such as fasting, bathing, devotional song, using a divine focus, sacrifice, etc) The player then tells the DM (acting as the “will of the higher power”) the result, which tells the maximum potency of the divine favor. The exact effect of the divine boon depends on the result, the domains of the higher power, and the wording of the cleric’s prayer. These things together express the will of the deity. The target number for getting these favors depends on the spell's level, and it works exactly as the DCs for casting arcane spells, but this is only important for letting the DM know what is available to the caster. The DM would then narrate the effects of the divine caster's efforts. Whatever happens, the divine caster has no idea (though the player might) what her deity will grant. Deities tend to grant spells only from the domains in their portfolios. In lieu of deities (or as a means of describing a deity not listed in the PHB), clerics may choose aspects to devote themselves to (more on this later). [i]Example: Roger Rogue, a companion of Cletus Cleric (CLC 5, WIS mod +3), is on the verge of death. Cletus prays for Pelor to bestow his favor onto the fallen comrade and spare his life. The player rolls 1d20 and gets a result of 20 (including Faith bonus). Mechanically, this means that the DM, acting as the deity, may give the cleric a "divine favor" (aka, spell) of up to 3rd level from one of the domains associated with the deity or aspect. This is a drastic change from the PHB, for no automatic cure or inflict spells are granted unless Heal is one of the domains associated with the deity or aspect. Even for divine casters who do not worship a deity, the results of a "divine favor" is indicative of the power of her belief in her ideals. Such belief can sometimes work miracles if it is strong enough.[/i] [b]Devotion.[/b] Devotional activities such as fasting, ritual bathing, celibacy (or ritual sex acts), meditation, poverty, sacrifice, self-mutilation, and non-violence influence the Faith roll by adding a +2 circumstantial bonus that lasts for each day each activity is voluntarily participated in. Thus, a Buddhist monk who follows the tenets of his faith without deviance can have a +6 bonus to his faith roll (poverty, meditation, celibacy). If at any point during the day the cleric violates these temporary vows, she loses the bonus. When experiencing these things, the cleric must do so with a mind of utmost seriousness. Being hungry is not fasting. Not having sex is not celibacy. Daydreaming is not meditation. It is reasonable for a DM to ask for a Concentration check to see if the cleric can achieve and sustain the proper mental state. Just because a cleric is pious does not mean that she will automatically gain the most favorable boon. Gods can be moody, especially when they give great benefits. If Pelor is angry, he may just give the cleric enough to keep her fallen friend from dying. Gods can also be vain (or very compassionate for the masochistic things the faithful do to themselves), and displays of devotion can move them to do more. Having noted that Roger is at -5 HP, the DM decides that Pelor wishes to reward Cletus’s piety as well as teach Roger about foolishly pursuing violence. Pelor, benevolent as he is, grants Cletus cure moderate wounds. Roger will live, and the soreness he feels for the next few days will give him plenty of time to be thankful for his life. [b]Marked.[/b] As stated earlier, gods can be tempermental. Most of them despise it when their favor is taken for granted. Many gods encourage their followers to be judicious with asking for divine favors. Those clerics who do not represent the god well are considered Marked. Marked clerics are in for a rough time of it, as higher powers specifically target him for punishment. Punishments range from embarassing (braying like an ass for a day) to dangerous (lightning striking the cleric from "nowhere"). Examples of activities that incur Marked points are: breaking a vow or taboo, using divine favor when mundane methods work just as well (like using cure spells when you have time to rest), and using divine favors to ends opposed by the deity or ideal. The only way for clerics to rid themselves of being marked is by devotional activities done in penance. [b]Other class abilities (DM's option)[/b] In exchange for reduced combat effectiveness (BAB and HD as SOR or WIZ, no armor or shield proficiencies aside those granted by domain powers), DMs may consider giving one of the following abilities to clerics every 5 levels. [i]Apocrypha.[/i] By researching deep, esoteric lore, you have learned that your deity or ideals reach farther than you initially imagined. Whenever you pick this ability, you may choose another domain to associate with your deity, provided it does not create an alignment conflict. Prerequisites: Knowledge (religion) 8+ ranks. [i]Adept.[/i] A particular aspect of your deity or ideals resonates strongly with you, and you find it easier to gain divine favors from that aspect. With one domain from your deity's portfolio, you get a +2 bonus to faith when praying for boons. [i]Bonus feat.[/i] You may choose a bonus feat from the following, provided you meet the prerequisites: Extra turning, an item creation feat (prerequisites the same as for wizards), Skill focus (Knowledge (arcana, religion, or the planes), Spell Penetration, or Weapon Focus (deity's preferred weapon). [b][u]DRUID[/u][/b] [b]Spells.[/b] The boons granted by a druid's affinity with nature manifest as spells. Druids cast nature spells from the druid spell list. A druid may prepare and cast any spells she knows. Unlike clerics, who have to pray for divine favors, druids cast spells spontaneously, almost like sorcerers. The casting bonus for a druid is equal to her level + her Wisdom modifier. The DC for casting a druid spell starts at 10 for 0th level spells and increases by 5 each level. To cast higher level spells with fewer chances for failure, druids may utilize the same tools available to wizards, sorcerers, and clerics. She may channel her power through a focus which works exactly like magic focus for sorcerers. In addition, she may take 10 or 20 to represent extra time and care being taken to ensure the spell works properly. Like a cleric, a druid may participate in devotional activities to add to her casting bonus. However, the devotional activities druids have are markedly different from those of clerics. While things like fasting, sacrifice, and self-mutilation are still employed, they are aimed at strengthening the bond between the druid and the natural world. Some druids, as a show of their commitment to nature, go for days without using any weapons or tools aside from those they make themselves. Others may refuse to eat anything aside from what they themselves have grown or found. More may vow to plant seeds or trees in a certain area or at a certain interval. [B][U]PALADIN[/U][/B] [b]Faith.[/b] The power of a paladin's convictions enables her to work miracles. Like clerics, they gain a faith bonus dependent upon level and Wisdom, but instead of gaining a +1 bonus for each level, paladins start with a +1 bonus at 4th level, which increases to +2 at 7th, +3 at 10th, +4 at 13th, +5 at 15th, +6 at 17th, and +7 at 19th level. When a paladin prays to her deity (or to the forces of goodness, truth, honor, and justice), the powers that be respond by granting spells from the paladin's spell list (which includes [i]remove disease[/i] spells as a 3rd level spell). In all other respects, faith works the same for paladins as it does for clerics. [b]Domains.[/b] As paragons of goodness, honor, and valor, paladins eventually gain access to divine powers that help them in embodying these ideals. At 11th level, paladins may use her faith bonus to invoke divine favors from one of the following domains: Good, Law, Protection, Strength, or War. At 14th level, she picks another domain. At 19th level, she gains her final domain. She gains none of the additional boons of domain powers. She can only pray for spells from them. [/QUOTE]
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